Messages - Thanos

They work very well. I noticed great improvement between v1229 and v1230.When in fast select, with the move tool, if I select an edge and then drag one of its points, the whole edge will move. Is this expected? On the contrary, if I select a face, then drag one of its edges, the edge will be moved.

I really believe that ASL is the future. I'll propose something radical:ASL Event System. When a script is run, it can have registerEvent() functions, that bind other, unrun parts of its code with events happening inside anim8or. When an event happens (mouse click? switch to mode? model rotation? start of render? whatever?) the bound code is run, with parameters related to the event (ie. mouse position, or mode we're leaving and where are we going etc) and ASL code is executed that does interesting stuff.Yes, I know it's almost impossible. But it's real power for the ASL.

It works perfectly. Makes no sense. Are you sure the error is in the line - triangle collision code?I remember writing some code for 2d collision back then... the problem wasn't in the collision detection method, but in the code that was using it. I mean, maybe it's not a matter of how you find the collision, but what you do afterwards.

Sorry for being idle, the semester has started and I had to cope with it.

cooldude234, can you please give me again an example input to test? i.e. 3 points of a triangle and 2 points of a line that you know they produce wrong results? Because I made many tests and it works so far flawlessly.

Right now I'm trying to figure out how a, b and c are being represented as the plane, because the math that you used to make the plane defined by the triangle is exactly the same as the code I used for finding the normal of the triangle (by getting the cross-product). But you cannot have a plane with the normal, you need a point as well to define the position (I use the first vertices read because its quick and easy, it doesn't matter which it is anyways).

You forgot 'd'. (a,b,c) is indeed the normal of the plane. But, a*x+b*y+c*z=d is what describes the actual plane. I put it in a linear system with the other equations (lines etc) and new results are produced. The assignments I do (abcd,a1a2 etc) are actually the solutions of the linear systems.No, of course I didn't solve them myself. get wxMaxima from here: http://sourceforge.net/projects/wxmaxima

The code for finding the collision point is correct, I've tested it many times. Now, what happens with the code for checking if it belongs in the triangle... that's another weird problem.

EDIT: wait, what do you mean 'the collision spot is smaller than the actual triangle'?